^The full formula is 382 for the caster plus 127 for each healable target in the area. As usual, all amounts are proportional to the amount of health actually healed.

^The spell may not be available for sale after the quest. See the spell page for details.

Spell Notes

The base cost for spells is the amount of magicka that would be necessary to cast the spell at 0 skill without any perks. The magicka cost at 100 skill is 41% less than the base cost; the cost can also be reduced via enchanted apparel and by unlocking various perks. See Spell Cost for the full magicka cost equation.

Skill level indicates which skill perk needs to be unlocked to decrease the spell's magicka cost. "N/A" is used for special spells whose cost is not affected by any perks.

The "Where to Get" column only lists guaranteed locations for obtaining the spell tomes. Most spell tomes are also available in random loot; see Spell Tome Locations for details.

For higher-level spell tomes to become available for purchase, your skill in the school must be high enough. Also, master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.

All spell tomes have a weight of 1.

Skill XP can be modified by scripts and by the game engine itself under various circumstances. The exact XP you receive may vary from the numbers listed here.

Magicka cost and skill XP are rounded down, both in game and on this page. Because of this, you may find that you cannot cast a spell even though it appears you have exactly enough magicka to do so.

Healing spells give XP in proportion to the amount they actually heal compared to the maximum amount they can heal. If, for example, you cast Close Wounds while you're only down by 50 health, it will give you 63 XP instead of the full 126.

Ward spells give varying amounts of XP depending how they're used. Casting them repeatedly in short bursts yields much more XP than casting them for a single long burst. The values listed should only be used as a general guideline.